Yeah this. I was assuming OP was using regular spheres for point lights. If you use a fullscreen quad for each light indiscriminately, its bound to run slow, and even slower doing the stencil pass (hell I don't think it would even work, can't mark any pixels in front of the volume).
Actually, you mentioned that you already tried stencilling your point lights... Did you use sphere meshes for this? If you used fullscreen quads to initialize the stencil buffer, that might explain why you didn't gain any performance from it...
TheChubuMember Since 13 Sep 2012
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